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Monster Stats in Modules
Posted: Thu Mar 12, 2009 5:24 pm
by DangerDwarf
I know not everyone does it, but there are some of us who still award XP pretty much by the book. ONe thing that I really wish C&C would do is add the XP value to critter stats in modules. It makes the CK's job far easier AND you can award XP pretty much immediately when a session ends.
That was one of the best aspects of 2nd Edition modules.
I know a variety of folks write modules, but its just something to keep in mind. It allows the CK to quickly and painlessly keep a running XP total as the game goes without having to do any extra work. Players are happy too when they crawl up out of the dungeon and the CK says, alrighty that'll be 678Xp each.
Posted: Thu Mar 12, 2009 8:04 pm
by Rigon
You know something, DD, I've had that thought a time or two.
R-
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Posted: Thu Mar 12, 2009 8:41 pm
by Relaxo
A simple solution would be this... list both!
Say the critter has 5 d8 hit dice. it could be listed as
HD 5(d8) (24 hp)
so the CK running it can have the critter have 24 hp, or modify or roll as they like or need.
THen the listing ends wiht the standard X +5 (X=120)
basically, just do the math for the "standard" or prespecified HP ahead of time.
clear like mud? sound good?
Posted: Thu Mar 12, 2009 8:49 pm
by DangerDwarf
For ease of reading and format I'd just like to see the XP figured (not the X+5/HP). If I choose to adjust the HP's I'll likely still keep the same XP value for expediaency sake. The difference in the long run is negligible (and why I prefer 2nd editions standard Xp value for a critter).
But either way is better than the current method of having to check M&T for XP values.
Posted: Mon Mar 16, 2009 3:26 pm
by Fiffergrund
I would have loved to do that. My module came out before M&T.
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Posted: Mon Mar 16, 2009 5:44 pm
by Omote
Get yosef some math skillz and watch your ex-pees multiply!
-O
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Re: Monster Stats in Modules
Posted: Tue Mar 17, 2009 2:09 am
by Troll Lord
DangerDwarf wrote:
I know not everyone does it, but there are some of us who still award XP pretty much by the book. ONe thing that I really wish C&C would do is add the XP value to critter stats in modules. It makes the CK's job far easier AND you can award XP pretty much immediately when a session ends.
That was one of the best aspects of 2nd Edition modules.
I know a variety of folks write modules, but its just something to keep in mind. It allows the CK to quickly and painlessly keep a running XP total as the game goes without having to do any extra work. Players are happy too when they crawl up out of the dungeon and the CK says, alrighty that'll be 678Xp each.
That honestly never crossed my mind....but that's a pretty good idea.
Steve
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Posted: Tue Mar 17, 2009 3:15 am
by serleran
M&T should also include the average XP values for monsters, based on average HP, to ease the awarding times -- for example, a creature worth 5 + 3 (weird, I know) with 2d8 would have an average of 9 HP, so it would total 5 + (3*9) = 32.
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Posted: Tue Mar 17, 2009 3:45 pm
by moriarty777
DangerDwarf wrote:
For ease of reading and format I'd just like to see the XP figured (not the X+5/HP). If I choose to adjust the HP's I'll likely still keep the same XP value for expediaency sake. The difference in the long run is negligible (and why I prefer 2nd editions standard Xp value for a critter).
But either way is better than the current method of having to check M&T for XP values.
While I am inclined to agree with you with regards to the inclusion of such information, I would actually rather something like 'X+5 (Y)' where Y is the amount for the critter as written. That way, if you are someone who does tweak the hitpoints for various encounters, you can still use X+5 to figure it out without having to look in the M&T if your the type of CK that prefers to do it that way.
In terms of experience for monsters and treasure, I tend to go with the book. I then award other experience for other things on top of that for things like quest objectives and role-playing.
M
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Posted: Tue Mar 17, 2009 4:18 pm
by Relaxo
[quote="moriarty777]
While I am inclined to agree with you with regards to the inclusion of such information, I would actually rather something like 'X+5 (Y)' where Y is the amount for the critter as written. [/quote]
BINGO! This is my favorite solution as well.
Re: Monster Stats in Modules
Posted: Tue Apr 14, 2009 12:42 pm
by DangerDwarf
Troll Lord wrote:
That honestly never crossed my mind....but that's a pretty good idea.
Steve
Since I'm sitting here scarring up one of my modules, writing down all of the Xp values of the critters inside....
I really hope you guys consider this.
Posted: Tue Apr 14, 2009 5:55 pm
by Relaxo
DD, I'm writing my Brave Halfling modules with this XP convention... just for you.
Posted: Tue Apr 14, 2009 5:59 pm
by Coleston the Cavalier
Noted DD!
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Posted: Tue Apr 14, 2009 6:00 pm
by DangerDwarf
Saweeet!
Got a customer for sure!
Posted: Tue Apr 14, 2009 8:29 pm
by Maliki
Relaxo wrote:
DD, I'm writing my Brave Halfling modules with this XP convention... just for you.
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Posted: Tue Apr 14, 2009 8:54 pm
by serleran
Anything that Atomic Clock Enterprises (tm) produces that would need such a thing will have it available, as well, simply because I'd rather the Castle Keeper make immediate use of it, and not have to have a calculator in the pocket.
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Serl's Corner
Posted: Tue Apr 14, 2009 9:02 pm
by DangerDwarf
serleran wrote:
I'd rather the Castle Keeper make immediate use of it, and not have to have a calculator in the pocket.
Cool beans Serl. That's why I hope the Trolls will consider this sort of thing for future works. Modules are handy little things for a CK. Doing this makes them super gravy.
Posted: Fri Apr 17, 2009 1:17 am
by Bowbe
XP gets awarded? Pshh.